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vkd3d-shader/hlsl: Add tex2Dlod() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Alexandre Julliard
parent
852eefc01d
commit
522a0dfb56
Notes:
Alexandre Julliard
2023-11-08 23:02:00 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/366
@@ -3547,7 +3547,7 @@ static bool intrinsic_tan(struct hlsl_ctx *ctx,
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static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
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const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
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{
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{
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struct hlsl_resource_load_params load_params = {.type = HLSL_RESOURCE_SAMPLE};
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struct hlsl_resource_load_params load_params = { 0 };
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const struct hlsl_type *sampler_type;
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const struct hlsl_type *sampler_type;
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struct hlsl_ir_node *coords, *load;
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struct hlsl_ir_node *coords, *load;
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@@ -3576,10 +3576,41 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
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hlsl_release_string_buffer(ctx, string);
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hlsl_release_string_buffer(ctx, string);
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}
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}
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if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
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if (!strcmp(name, "tex2Dlod"))
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hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc)))
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{
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{
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return false;
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struct hlsl_ir_node *lod, *c;
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load_params.type = HLSL_RESOURCE_SAMPLE_LOD;
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if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc)))
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return false;
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hlsl_block_add_instr(params->instrs, c);
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if (!(coords = add_implicit_conversion(ctx, params->instrs, c, hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT,
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hlsl_sampler_dim_count(dim)), loc)))
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{
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return false;
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}
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if (!(lod = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(W, W, W, W), 1, params->args[1], loc)))
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return false;
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hlsl_block_add_instr(params->instrs, lod);
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if (!(load_params.lod = add_implicit_conversion(ctx, params->instrs, lod,
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hlsl_get_scalar_type(ctx, HLSL_TYPE_FLOAT), loc)))
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{
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return false;
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}
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}
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else
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{
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load_params.type = HLSL_RESOURCE_SAMPLE;
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if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
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hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc)))
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{
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return false;
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}
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}
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}
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/* tex1D() functions never produce 1D resource declarations. For newer profiles half offset
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/* tex1D() functions never produce 1D resource declarations. For newer profiles half offset
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@@ -3638,6 +3669,12 @@ static bool intrinsic_tex2D(struct hlsl_ctx *ctx,
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return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D);
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return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D);
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}
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}
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static bool intrinsic_tex2Dlod(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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return intrinsic_tex(ctx, params, loc, "tex2Dlod", HLSL_SAMPLER_DIM_2D);
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}
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static bool intrinsic_tex3D(struct hlsl_ctx *ctx,
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static bool intrinsic_tex3D(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@@ -3822,6 +3859,7 @@ intrinsic_functions[] =
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{"tan", 1, true, intrinsic_tan},
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{"tan", 1, true, intrinsic_tan},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
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{"tex3D", -1, false, intrinsic_tex3D},
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{"tex3D", -1, false, intrinsic_tex3D},
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{"texCUBE", -1, false, intrinsic_texCUBE},
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{"texCUBE", -1, false, intrinsic_texCUBE},
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{"transpose", 1, true, intrinsic_transpose},
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{"transpose", 1, true, intrinsic_transpose},
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@@ -34,3 +34,27 @@ probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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todo(sm>=6) draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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[require]
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shader model >= 3.0
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options: backcompat
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[pixel shader fail(sm>=6)]
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sampler s;
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float level;
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float4 main() : sv_target
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{
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return tex2Dlod(s, float4(0.5, 0.5, 0, level));
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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draw quad
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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